Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                

HMDB: A Large Video Database For Human Motion Recognition

Download as pdf or txt
Download as pdf or txt
You are on page 1of 8

HMDB: A Large Video Database for Human Motion Recognition

H. Kuehne H. Jhuang E. Garrote T. Poggio T. Serre


Karlsruhe Instit. of Tech. Massachusetts Institute of Technology Brown University
Karlsruhe, Germany Cambridge, MA 02139 Providence, RI 02906
kuehne@kit.edu hueihan@mit.edu, tp@ai.mit.edu thomas serre@brown.edu

Abstract

With nearly one billion online videos viewed everyday,


an emerging new frontier in computer vision research is
recognition and search in video. While much effort has
been devoted to the collection and annotation of large scal-
able static image datasets containing thousands of image
categories, human action datasets lag far behind. Cur-
rent action recognition databases contain on the order of
ten different action categories collected under fairly con-
trolled conditions. State-of-the-art performance on these
datasets is now near ceiling and thus there is a need for the
design and creation of new benchmarks. To address this is-
sue we collected the largest action video database to-date
with 51 action categories, which in total contain around
7,000 manually annotated clips extracted from a variety of
sources ranging from digitized movies to YouTube. We use
this database to evaluate the performance of two represen-
tative computer vision systems for action recognition and
explore the robustness of these methods under various con-
ditions such as camera motion, viewpoint, video quality and
occlusion.
Figure 1. Sample frames from the proposed HMDB51 [1] (from
top left to lower right, actions are: hand-waving, drinking, sword
1. Introduction fighting, diving, running and kicking). Some of the key challenges
are large variations in camera viewpoint and motion, the cluttered
With several billion videos currently available on the in- background, and changes in the position, scale, and appearances
ternet and approximately 24 hours of video uploaded to of the actors.
YouTube every minute, there is an immediate need for ro-
bust algorithms that can help organize, summarize and re-
trieve this massive amount of data. While much effort Recognition rates on these datasets tend to be very high.
has been devoted to the collection of realistic internet- A recent survey of action recognition systems [26] reported
scale static image databases [17, 23, 27, 4, 5], current ac- that 12 out of the 21 tested systems perform better than 90%
tion recognition datasets lag far behind. The most popular on the KTH dataset. For the Weizmann dataset, 14 of the 16
benchmark datasets, such as KTH [20], Weizmann [3] or the tested systems perform at 90% or better, 8 of the 16 better
IXMAS dataset [25], contain around 6-11 actions each. A than 95%, and 3 out of 16 scored a perfect 100% recogni-
typical video clip in these datasets contains a single staged tion rate. In this context, we describe an effort to advance
actor with no occlusion and very limited clutter. As they the field with the design of a large video database contain-
are also limited in terms of illumination and camera posi- ing 51 distinct action categories, dubbed the Human Mo-
tion variation, these databases are not quite representative tion DataBase (HMDB51), that tries to better capture the
of the richness and complexity of real-world action videos. richness and complexity of human actions (see Figure 1).

2011 IEEE International Conference on Computer Vision 2556


978-1-4577-1102-2/11/$26.00 2011
c IEEE
Related work. An overview of existing datasets is shown Table 1. A list of existing datasets, the number of categories, and
the number of clips per category sorted by year.
in Table 1. In this list, the Hollywood [11] and UCF50 [2]
datasets are two examples of recent efforts to build more re- Dataset Ref Year Actions Clips
alistic action recognition datasets by considering video clips KTH [20] 2004 6 100
Weizmann [3] 2005 9 9
taken from real movies and YouTube. These datasets are IXMAS [25] 2006 11 33
more challenging due to large variations in camera motion, Hollywood [11] 2008 8 30-129
object appearance and changes in the position, scale and UCF Sports [16] 2009 9 14-35
viewpoint of the actors, as well as cluttered background. Hollywood2 [13] 2009 12 61-278
UCF YouTube [12] 2009 11 100
The UCF50 dataset extends the 11 action categories from Olympic [14] 2010 16 50
the UCF YouTube dataset for a total of 50 action categories UCF50 [2] 2010 50 min. 100
with real-life videos taken from YouTube. Each category HMDB51 [1] 2011 51 min. 101
has been further organized by 25 groups containing video
clips that share common features (e.g. background, camera logical motion perception and recognition [22].
position, etc.).
The UCF50, its close cousin, the UCF Sports dataset
Contributions. The proposed HMDB51 contains 51 dis-
[16], and the recently introduced Olympic Sports dataset
tinct action categories, each containing at least 101 clips
[14], contain mostly sports videos from YouTube. As a re-
for a total of 6,766 video clips extracted from a wide range
sult of searching for specific titles on YouTube, these types
of sources. To the best of our knowledge, it is to-date the
of actions are usually unambiguous and highly distinguish-
largest and perhaps most realistic available dataset. Each
able from shape cues alone (e.g., the raw positions of the
clip was validated by at least two human observers to en-
joints or the silhouette extracted from single frames).
sure consistency. Additional meta information allows for
To demonstrate this point, we conducted a simple exper- a precise selection of testing data, as well as training and
iment: using Amazon Mechanical Turk, 14 joint locations evaluation of recognition systems. The meta tags for each
were manually annotated at every frame for 5 randomly se- clip include the camera view-point, the presence or absence
lected clips from each of the 9 action categories of the UCF of camera motion, the video quality, and the number of ac-
Sports dataset. Using a leave-one-clip-out procedure, clas- tors involved in the action. This should permit the design
sifying the features derived from the joint locations at sin- of more flexible experiments to evaluate the performance
gle frames results in a recognition rate above 98% (chance of computer vision systems using selected subsets of the
level 11%). This suggests that the information of static joint database.
locations alone is sufficient for the recognition of those ac- We use the proposed HMDB51 to evaluate the perfor-
tions while the use of joint kinematics is not necessary. This mance of two representative action recognition systems. We
seems unlikely to be true for more real-world scenarios. It is consider the biologically-motivated action recognition sys-
also incompatible with previous results of Johansson et al. tem by Jhuang et al. [8], which is based on a model of the
[9], who demonstrated that joint kinematics play a critical dorsal stream of the visual cortex and was recently shown
role for the recognition of biological motion. to achieve on-par with humans for the recognition of rodent
We conducted a similar experiment on the proposed behaviors in the homecage environment [7]. We also con-
HMDB51 where we picked 10 action categories similar to sider the spatio-temporal bag-of-words system by Laptev
those of the UCF50 (e.g. climb, climb-stairs, run, walk, and colleagues [10, 11, 24].
jump, etc.) and obtained manual annotations for the 14 joint We compare the performance of the two systems, eval-
locations in a set of over 1,100 random clips. The classifi- uate their robustness to various sources of image degrada-
cation accuracy of features derived from the joint locations tions and discuss the relative role of shape vs. motion infor-
at single frames now reaches only 35% (chance level 10%) mation for action recognition. We also study the influence
and is much lower than the 54% obtained using motion fea- of various nuisances (camera motion, position, video qual-
tures from the entire clip (Section 4.1). We also computed ity, etc.) on the recognition performance of these systems
the classification accuracy of the 10 action categories of the and suggest potential avenues for future research.
UCF50 using the motion features and obtained an accuracy
of 66%. 2. The Human Motion DataBase (HMDB51)
These small experiments suggest that the proposed
2.1. Database collection
HMDB51 is an action dataset whose action categories
mainly differ in motion rather than static poses and can thus In order to collect human actions that are representative
be seen as a valid contribution for the evaluation of action of everyday actions, we started by asking a group of stu-
recognition systems as well as for the study of relative con- dents to watch videos from various internet sources and dig-
tributions of motion vs. shape cues, a current topic in bio- itized movies and annotate any segment of these videos that

2557
lower head tifiable through most of the clip, limited motion blur and
a) full (56.3%) upper (30.5%) (0.8%) (12.3%) limited compression artifacts; 2) Medium – large body parts
like the upper and lower arms and legs identifiable through
b) camera motion (59.9%) no motion (40.1%)
most of the clip; 3) Low – large body parts not identifiable
due in part to the presence of motion blur and compression
c) front (40.8%) back (18.2%) left (22.1%) right (19.0%)
artifacts. The distribution of the meta tags for the entire
dataset is shown in Figure 2.
d) low (20.8%) medium (62.1%) good (17.1%)

0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1


2.3. Training and testing set generation
For evaluation purposes, three distinct training and test-
Figure 2. Distribution of the various conditions for the HMDB51: ing splits were generated from the database. The sets were
a) visible body part, b) camera motion, c) camera view point, and built to ensure that clips from the same video were not used
d) clip quality. for both training and testing and that the relative proportions
of meta tags such as camera position, video quality, motion,
represents a single non-ambiguous human action. Students etc. were evenly distributed across the training and testing
were asked to consider a minimum quality standard like a sets. For each action category in our dataset we selected
single action per clip, a minimum of 60 pixels in height for sets of 70 training and 30 testing clips so that they fulfill the
the main actor, minimum contrast level, minimum 1 sec- 70/30 balance for each meta tag with the added constraint
ond of clip length, and acceptable compression artifacts. that clips in the training and testing set could not come from
The following sources were used: digitized movies, public the same video file.
databases such as the Prelinger archive, other videos avail- To this end, we selected the three best results by the de-
able on the internet, and YouTube and Google videos. Thus, fined criteria from a very large number of randomly gener-
a first set of annotations was generated with over 60 action ated splits. To ensure that selected splits are not correlated
categories. It was reduced to 51 categories by retaining only with each other, we implemented a greedy approach by first
those with at least 101 clips. picking the split with the most balanced meta tag distribu-
The actions categories can be grouped in five types: tion and subsequently choosing the second and third split
1) General facial actions: smile, laugh, chew, talk; 2) Fa- which are least correlated with the previous splits. The cor-
cial actions with object manipulation: smoke, eat, drink; relation was measured by normalized Hamming distance.
3) General body movements: cartwheel, clap hands, climb, Because of the hard constraint of not using clips from the
climb stairs, dive, fall on the floor, backhand flip, hand- same source for training and testing, it is not always pos-
stand, jump, pull up, push up, run, sit down, sit up, som- sible to find an optimal split that has perfect meta tag dis-
ersault, stand up, turn, walk, wave; 4) Body movements tribution, but we found that in practice the simple approach
with object interaction: brush hair, catch, draw sword, drib- described above provides reasonable splits.
ble, golf, hit something, kick ball, pick, pour, push some-
thing, ride bike, ride horse, shoot ball, shoot bow, shoot 2.4. Video normalization
gun, swing baseball bat, sword exercise, throw; 5) Body The original video sources used to extract the action clips
movements for human interaction: fencing, hug, kick some- vary in size and frame rate. To ensure consistency across
one, kiss, punch, shake hands, sword fight. the database, the height of all the frames was scaled to 240
pixels. Te width was scaled accordingly to maintain the
2.2. Annotations
original aspect ratio. The frame rate was converted to 30
In addition to action category labels, each clip was an- fps for all the clips. All the clips were compressed using the
notated with meta information to allow for a more precise DivX 5.0 codec with the ffmpeg video library.
evaluation of the limitation of current computer vision sys-
tems. The meta information contains the following fields:
2.5. Video stabilization
visible body parts / occlusions indicating if the head, upper A major challenge accompanying the use of video clips
body, lower body or the full body is visible, camera motion extracted from real-world videos is the potential presence
indicating whether the camera is moving or static, camera of significant camera motion, which is the case for approxi-
view point relative to the actor (labeled front, back, left or mately 2/3 of the clips in our database as shown in Figure 2.
right) , and the number of people involved in the action (one, As camera motion is assumed to interfere with the local mo-
two or multiple people). tion computation and should be corrected, it follows that
The clips were also annotated according to their video video stabilization is a key pre-processing step. To remove
quality. We consider three levels: 1) High – detailed visual the camera motion, we used standard image stitching tech-
elements such as the fingers and eyes of the main actor iden- niques to align frames of a clip.

2558
the discriminative power of various low-level features. For
an ideal unbiased action dataset, low-level features such as
color should not be predictive of the high-level action cate-
gory. For low-level features we considered the mean color
in the HSV color space computed for each frame over a
12 × 16 spatial grid as well as the combination of color and
gray value and the use of PCA to reduce the feature dimen-
sion of those descriptors. Here we report the results “color
+ gray + PCA”.
We further considered the low-level global scene infor-
mation (gist) [15] computed for three frames of a clip. Gist
is a coarse orientation-based representation of an image that
has been shown to capture well the contextual information
in a scene and shown to perform quite well on a variety of
recognition tasks, see [15]. We used the source code pro-
vided by the authors.
Lastly, we compare these low-level cues with a common
mid-level spatio-temporal bag-of-words cue (HOG/HOF)
Figure 3. Examples of a clip stabilized over 50 frames showing
by computing spatial temporal interest points for all clips.
from the top to the bottom, the 1st, 30th and 50th frame of the
original (left column) and stabilized clip (right column). A standard bag of words approach with 2,000 , 3,000 , 4,000
, and 5,000 visual words was used for classification and the
Table 2. The recognition accuracy of low-level color/gist cues for best result is reported. For evaluation we used the testing
different action datasets. and training splits that came with the datasets, otherwise a
Dataset N Color+ Percent Gist Percent HOG/
Gray+ drop drop HOF
3- or 5-fold cross validation was used for datasets without
PCA specified splits. Table 2 shows the results sorted by the num-
Hollywood 8 26.9% 16.7% 27.4% 15.2% 32.3% ber of classes (N) in each dataset. Percent drop is computed
UCF Sports 9 47.7% 18.6% 60.0% -2.4% 58.6% for the performance down from HOG/HOF features to each
UCF YouTube 11 38.3% 35.0% 53.8% 8.7% 58.9%
Hollywood2 12 16.2% 68.7% 21.8% 57.8% 51.7%
of the two types of low-level features. A small percentage
UCF50 50 41.3% 13.8% 38.8% 19.0% 47.9% drop means that the low-level features perform as well as
HMDB51 51 8.8% 56.4% 13.4% 33.7% 20.2% the mid-level motion features.
Results obtained by classifying these very simple fea-
tures show that the UCF Sports dataset can be classified by
To do this, a background plane is estimated by detecting
scene descriptors rather than by action descriptors as gist
and matching salient features in two adjacent frames. Cor-
is more predictive than mid-level spatio-temporal features.
responding features are computed using a distance measure
We conjecture that gist features are predictive of the sports
that includes both the absolute pixel differences and the Eu-
actions (i.e., UCF Sports) because most sports are location-
ler distance of the detected points. Points with a minimum
specific. For example, ball games usually occur on grass
distance are then matched and the RANSAC algorithm is
field, swimming is always in water, and most skiing hap-
used to estimate the geometric transformation between all
pens on snow. The results also reveal that low-level features
neighboring frames. This is done independently for every
are fairly predictive as compared to mid-level features for
pair of frames. Using this estimated transformation, all
the UCF YouTube and UCF50 dataset. This might be due
frames of the clip are warped and combined to achieve a
to low-level biases for videos on YouTube, e.g., preferred
stabilized clip. We visually inspected a large number of the
vantage points and camera positions for amateur directors.
resulting stabilized clips and found that the image stitch-
For the dataset collected from general movies or Hollywood
ing techniques work surprisingly well. Figure 3 shows an
movies, the performance of various low-level cues is on av-
example. For the evaluation of the action recognition sys-
erage lower than that of the mid-level spatio-temporal fea-
tems, the performance was reported for the original clips as
tures. This implies that the datasets collected from YouTube
well as the stabilized clips.
tend to be biased and capture only a small range of colors
3. Comparison with other action datasets and scenes across action categories compared to those col-
lected from movies. The similar performance using low-
To compare the proposed HMDB51 with existing real- level and mid-level features for the Hollywood dataset is
world action datasets such as Hollywood, Hollywood2, likely due to the low number of source movies (12). Clips
UCF Sports, and the UCF YouTube dataset, we evaluate extracted from the same movie usually have similar scenes.

2559
4. Benchmark systems is the number of visual words learned from k-means. These
clip descriptors are then used to train and test a support vec-
To evaluate the discriminability of our 51 action cate- tor machine (SVM) in the classification stage.
gories we focus on the class of algorithms for action recog-
We used a SVM with an RBF kernel K(u, v) =
nition based on the extraction of local space-time informa-
exp(−γ ∗ |u − v|2 )). The parameters of the RBF kernel
tion from videos, which have become the dominant trend in
(the cost term C and kernel bandwidth γ) were optimized
the past five years [24]. Various local space-time based ap-
using a greedy search with a 5-fold cross-validation on the
proaches mainly differ in the type of detectors (e.g., the im-
training set.
plementation of the spatio-temporal filters), the feature de-
The best result for the original clips was reached for
scriptors, and the number of spatio-temporal points sampled
k = 8, 000 whereas the best result for the stabilized clips
(dense vs. sparse). Wang et al. have grouped these detectors
was for at k = 2000 (see Section 5.1). To validate our re-
and descriptors into six types and evaluated their perfor-
implementation of Laptev’s system, we evaluated the per-
mance on the KTH, UCF Sports and Hollywood2 datasets
formance of the system on the KTH dataset and were able
in a common experimental setup [24].
to reproduce the results for the HOG (81.4%) and HOF de-
The results have shown that Laptev’s combination of a
scriptors (90.7%) as reported in [24].
histogram of oriented gradient (HOG) and histogram of ori-
ented flow (HOF) descriptors performed best for the Hol- 4.2. C2 features
lywood2 and UCF Sports. As HMDB51 contains movies
and YouTube videos, these datasets are considered the most Two types of C2 features have been described in the lit-
erature. One is from a model that was designed to mimic the
similar in terms of video sources. Therefore, we selected
hierarchical organization and functions of the ventral stream
the algorithm by Latptev and colleagues [11] as one of our
benchmarks. To expand beyond [24], we chose for our sec- of the visual cortex [21]. The ventral stream is believed to
ond benchmark approaches developed by our group [21, 8]. be critically involved in the processing of shape informa-
It uses a hierarchical architecture modeled after the ventral tion and the scale-and-position-invariant object recognition.
The model starts with a pyramid of Gabor filters (S1 units at
and dorsal streams of the primate visual cortex for the task
of object and action recognition, respectively. different orientations and scales), which correspond simple
In the following we provide a detailed comparison be- cells in the primary visual cortex. The next layer (C1) mod-
tween these algorithms, looking in particular at the robust- els the complex cells in the primary visual cortex by pooling
ness of the two approaches with respect to various nuisance together the activity of S1 units in a local spatial region and
factors including the quality of the video and the camera across scales to build some tolerance to 2D transformations
(translation and size) of inputs.
motion, as well as changes in the position, scale and view-
point of the main actors. The third layer (S2) responses are computed by matching
the C1 inputs with a dictionary of n prototypes learned from
4.1. HOG/HOF features a set of training images. As opposed to the bag-of-words
approach that uses vector quantization and summarizes the
The combination of HOG, which has been used for the
indices of the matched codebook entries, we retain the sim-
recognition of objects and scenes, and HOF, a 3D flow-
ilarity (ranging from 0 to 1) with each of the n prototypes.
based version of HOG, has been shown to achieve state-
In the top layer of the feature hierarchy, a n-dimensional
of-the-art performance on several commonly used action
C2 vector is obtained for each image by pooling the max-
datasets [11, 24]. We used the binaries provided by [11] to
imum of S2 responses across scales and positions for each
extract features using the Harris3D as feature detector and
of the n prototypes. The C2 features have been shown to
the HOG/HOF feature descriptors. For every clip a set of
perform comparably to state-of-the-art algorithms applied
3D Harris corners is detected and a local descriptor is com-
to the problem of object recognition [21]. They have also
puted as a concatenation of the HOG and HOF around the
been shown to account well for the properties of cells in
corner.
the inferotemporal cortex (IT), which is the highest purely
For classification, we implemented a bag-of-words sys-
visual area in the primate brain.
tem as described in [11]. To evaluate the best code book
Based on the work described above, Jhuang et al. [8]
size, we sampled 100,000 space-time interest-point descrip-
proposed a model of the dorsal stream of the visual cor-
tors from the training set and applied the k-means clustering
tex. The dorsal stream is thought to be critically involved
to obtain a set of k = [2, 000, 4, 000, 6, 000, 8, 000] visual
in the processing of motion information and the perception
words. For every clip, each of the local point descriptors is
of motion. The model starts with spatio-temporal Gabor
matched to the nearest prototype returned by k-means clus-
filters that mimic the direction-sensitive simple cells in the
tering and a global feature descriptor is obtained by comput-
primary visual cortex.
ing a histogram over the index of the matched codebook en-
tries. This results in a k-dimensional feature vector where k

2560
HOG/HOF − Original Clips
The dorsal stream model is a 3D (space-time) extension chew
laugh
smile
of the ventral stream model. The S1 units in the ventral talk
drink
eat
0.7

stream model respond best to orientation in space, whereas smoke


cartwheel
clap
climb
S1 units in the dorsal stream model have non-separable climb_stairs
dive
0.6

fall_floor

spatio-temporal receptive fields and respond best to direc- flic_flac


handstand
jump
pullup
tions of motion, which could be seen as orientation in space- pushup
run
0.5

sit
time. It has been suggested that motion-direction sensitive somersault
situp

stand

cells and shape-orientation cells perform the initial filtering turn


walk
wave
0.4

brush_hair
for two parallel channels of feature processing, one for mo- draw_sword
catch

dribble

tion in the dorsal stream, and another for shape in the ventral golf

kick_ball
hit
0.3

pick
stream. pour
push
ride_bike

Beyond the S1 layer, the dorsal steam model follows the ride_horse
shoot_ball
shoot_bow
0.2

shoot_gun
same architecture as the ventral stream model. It contains swing_baseball
sword_exercise
throw

the C1, S2, C2 layers, which perform similar operations as fencing


hug
kick
0.1

kiss
its ventral stream counterpart. The S2 units in the dorsal punch
shake_hands
sword

stream model are now tuned to optic-flow patterns that cor-

fe hro e
h_ ve

ib d

d
nd _fla r
e

po k

er all
la ew

pic ll

or _b t_g w

nc w
hu g

swnds
he e

ak p kisk
br walk

ble
ta e
dr lk
smgh

rtw ok t

st ult

sh _h bike
m c p
st b
fa d irs

w h
sh p

kic olf

e_ un s
ha ch
up

k_ hit

ridide_ us r

swing hoo _bo ll

kicg
k

st c
ju nd
pu mp

sa p

tu d
n
m sit sit

aw c hair

ex eb n
sw s oo t_b e
rn
clael
ca sm ea

ha flic floo

r p u
ba

t a

t is
dr or
in

or
ll_ iv

in
il

b_ lim

_s atc
pu llu

er u

an

d_ as u
ru

sh oo ors
us wa
a

g
u

c
ch

e
respond to combinations of directions of motion whereas

so
cli

dr

sh
C2 − Original Clips
the ventral S2 units are tuned to shape patterns correspond- chew
laugh
smile
0.7

ing to combinations of orientations. It has been suggested talk


drink
eat
smoke
that both the shape features processed in the ventral stream cartwheel
clap 0.6
climb
and the motion features processed in the dorsal stream con- climb_stairs
dive
fall_floor

tribute to the recognition of actions. In this work, we con- flic_flac


handstand
jump 0.5
pullup
sider their combination by computing both types of C2 fea- pushup
run
sit

tures independently and then concatenating them. somersault


situp

stand 0.4
turn
walk
wave
brush_hair

5. Evaluation draw_sword
catch

dribble
golf
0.3
hit
kick_ball

5.1. Overall recognition performance pick


pour
push
ride_bike 0.2
ride_horse
shoot_ball
We first evaluated the overall performance of both sys- shoot_bow
shoot_gun
swing_baseball

tems on the proposed HMDB51 averaged over three splits sword_exercise


throw
fencing
0.1
hug
(see Section 2.3). Both systems exhibited comparable levels kick
kiss
punch
of performance slightly over 20% (chance level 2%). The shake_hands
sword

fe h r o e
h_ v e

ib d

d
nd _fla r
e

p k

er all
la ew

pic ll

o r b t_g w

nc w
hu g

swnds
he e

ak p kisk
us wa lk

ble
ta e
dr lk

rtw ok t

st ult

sh oo o r s e
smgh

m c p
st b
fa d irs

w h

kic olf

e_ un s
ha ch
ju nd

sh p
up

k_ hit

ridide_ us r

swing hoo _bo ll


k

st c

pu mp

sa p

tu d
n
m sit sit

aw c hair

e x eb n

kicg
s w s oo t_b e
rn
clael
c a s m ea

ha flic floo

r p ou
ba

t a

t is
confusion matrix for both systems on the original clips is
dr o r
in

or
ll_ iv

in
il

b_ lim

sh _h bik
pu llu

er u

an

_ s atc

d _ as u
ru

br w a
a

g
u

c
ch

_
so
cli

dr

shown in Figure 4. Errors seem to be randomly distributed sh

across category labels with no apparent trends. The most Figure 4. Confusion Matrix for HOG/HOF and the C2 features on
surprising result is that the performance of the two systems the set of original (not stabilized) clips.
improved only marginally after stabilization for camera mo-
tion (Table 3).
As recognition results for both systems appear rela-
up, push-ups / push-up, rock climbing indoor / climb as well
tively low compared to previously published results on other
as walking with dog / walk.
datasets [8, 11, 24], we conducted a simple experiment to
find out whether this decrease in performance simply re- Overall, we found a mild drop in performance from the
sults from an increase in the number of object categories UCF50 with 66.3% accuracy down to 54.3% for similar cat-
and a corresponding decrease in chance level recognition or egories on the HMDB51 (chance level 10% for both sets).
an actual increase in the complexity of the dataset due for These results are also comparable to the performance of the
instance to the presence of complex background clutter and same HOG/HOF system on similar sized datasets of dif-
more intra-class variations. We selected 10 common ac- ferent actions with 51.7% over 12 categories of the Holly-
tions in the HMDB51 that were similar to action categories wood2 dataset and 58.9% over 11 categories of the UCF
in the UCF50 and compared the recognition performance YouTube dataset as shown in Table 2. These results suggest
of the HOG/HOF on video clips from the two datasets. that the relatively low performance of the benchmarks on
The following is a list of matched categories: basketball / the proposed HMDB51 is most likely the consequence of
shoot ball, biking / ride bike, diving / dive, fencing / stab, the increase in the number of action categories compared to
golf swing / golf, horse riding / ride horse, pull ups / pull- older datasets.

2561
Table 3. Performance of the benchmark systems on the HMDB51. Table 5. Results of the logistic regression analysis on the key fac-
System Original clips Stabilized clips tors influencing the performance of the two systems.
HOG/HOF 20.44% 21.96% HOG/HOF
C2 22.83% 23.18% Coefficient Coef. est. β p odds ratio
Table 4. Mean recognition performance as a function of camera Intercept -1.60 0.000 0.20
Occluders 0.07 0.427 1.06
motion and clip quality.
Camera motion -0.12 0.132 0.88
Camera motion Quality
View point 0.09 0.267 1.09
yes no low med high
Med. quality 0.11 0.254 1.12
HOG/HOF 19.84% 19.99% 17.18% 18.68% 27.90% High quality 0.65 0.000 1.91
C2 25.20% 19.13% 17.54% 23.10% 28.62%
C2
Coefficient Coef. est. β p odds ratio
5.2. Robustness of the benchmarks Intercept -1.52 0.000 0.22
Occluders -0.22 0.007 0.81
In order to assess the relative strengths and weaknesses Camera motion -0.43 0.000 0.65
View point 0.19 0.009 1.21
of the two benchmark systems on the HMDB51 in the Med. quality 0.47 0.000 1.60
context of various nuisance factors, we broke down their High quality 0.97 0.000 2.65
performance in terms of 1) visible body parts or equiv-
alently the presence/absence of occlusions, 2) the pres- verted into binary variables whereas the labels 10, 01 and
ence/absence of camera motion, 3) viewpoint/ camera po- 00 corresponded to a high, medium, and low quality video
sition, and 4) the quality of the video clips. We found that respectively.
the presence/absence of occlusions and the camera position The estimated β coefficients for the two systems are
did not seem to influence performance. A major factor for shown in Table 5. The largest factor influencing perfor-
the performance of the two systems was the clip quality. mance for both systems remained the quality of the video
As shown on Table 4, from high to low quality videos, the clips. On average the systems were predicted to be nearly
two systems registered a drop in performance of about 10% twice as likely to be correct on high vs. medium quality
(from 27.90%/28.62% for the HOG+HOF/C2 features for videos. This is the strongest influence factor by far. How-
the high quality clips down to 17.18%/17.54% for the low ever the regression analysis also confirmed the assumption
quality clips). that camera motion improves classification performance.
A factor that affected the two systems differently was Consistent with the previous analysis based on error rates,
camera motion: Whereas the HOG/HOF performance was this trend is only significant for the C2 features. The addi-
stable with the presence or absence of camera motion, sur- tional factors, occlusion and camera viewpoint, did not have
prisingly, the performance of the C2 features actually im- a significant influence on the results of the HOG/HOF or C2
proved with the presence of camera motion. We suspect approach.
that camera motion might actually increase the response of
5.3. Shape vs. motion information
the low-level S1 motion detectors. An alternative explana-
tion is that the camera motion by itself might be correlated The role of shape vs. motion cues for the recognition of
with the action category. To evaluate whether camera mo- biological motion has been the subject of an intense debate.
tion alone can be predictive of the action category, we tried Computer vision could provide critical insight to this ques-
to classify the mean parameters of the estimated frame-by- tion as various approaches have been proposed that rely not
frame motion returned by the video stabilization algorithm. just on motion cues like the two systems we have tested but
The result of 5.29% recognition shows that at least cam- also on single-frame shape-based cues, such as posture [18]
era motion alone does not provide significant information and shape [19], and contextual information [13, 28].
in this case. We here study the relative contributions of shape vs. mo-
To further investigate how various nuisance factors may tion cues for the recognition of actions on the HMDB51.
affect the recognition performance of the two systems, we We compared the HOG/HOF descriptor with the recogni-
conducted a logistic regression analysis to predict whether tion of a shape-only HOG descriptor and a motion-only
each of the two systems will be correct vs. incorrect for spe- HOF descriptor. We also compared the performance of the
cific conditions. The logistic regression model was built as previously mentioned motion-based C2 to those of shape-
follows: the correctness of the predicted label was used as based C2. Table 6 shows the performance of the various
binary dependent variable, the camera viewpoints were split descriptors.
into one group for front and back views (because of simi- In general we find that shape cues alone perform much
lar appearances; front, back =0) and another group for side worse than motion cues alone, and their combination tends
views (left, right =1). The occlusion condition was split to improve recognition performance very moderately. This
into full body view (=0) and occluded views (head, upper combination seems to affect the recognition of the original
or lower body only =1). The video quality label was con- clips rather than the recognition of the stabilized clips. An

2562
Table 6. Average performance for shape vs. motion cues. [3] M. Blank, L. Gorelick, E. Shechtman, M. Irani, and R. Basri. Actions
HOG/HOF HOGHOF HOG HOF as space-time shapes. ICCV, 2005. 1, 2
Original 20.44% 15.01% 17.95% [4] J. Deng, W. Dong, R. Socher, L. Li, K. Li, and L. Fei-Fei. Imagenet:
Stabilized 21.96% 15.47% 22.48% A large-scale hierarchical image database. CVPR, 2009. 1
C2 Motion+Shape Shape Motion [5] M. Everingham, L. Van Gool, C. K. I. Williams, J. Winn,
Original 22.83% 13.40% 21.96% and A. Zisserman. The PASCAL Visual Object Classes
Stabilized 23.18% 13.44% 22.73% Challenge 2010 (VOC2010) results. http://www.pascal-
network.org/challenges/voc/voc2010/workshop/index.html. 1
earlier study [19] suggested that “local shape and flow for [6] L. Fei-Fei, R. Fergus, and P. Perona. Learning generative visual mod-
a single frame is enough to recognize actions”. Our results els from few training examples: an incremental bayesian approach
tested on 101 object categories. CVPR Workshop on Generative-
suggest that the statement might be true for simple actions Model Based Vision, 2004. 8
as is the case for the KTH dataset but motion cues do seem [7] H. Jhuang, E. Garrote, J. Mutch, X. Yu, V. Khilnani, T. Poggio, A. D.
to be more powerful than shape cues for the recognition of Steele, and T. Serre. Automated home-cage behavioral phenotyping
complex actions like the ones in the HMDB51. of mice. Nature Communications, 1(5):1–9, 2010. 2
[8] H. Jhuang, T. Serre, L. Wolf, and T. Poggio. A biologically inspired
system for action recognition. ICCV, 2007. 2, 5, 6
6. Conclusion [9] G. Johansson, S. Bergström, and W. Epstein. Perceiving events and
objects. Lawrence Erlbaum Associates, 1994. 2
We described an effort to advance the field of action [10] I. Laptev. On space-time interest points. Int. J. of Comput. Vision,
recognition with the design of what is, to our knowledge, 64(2-3):107–123, 2005. 2
[11] I. Laptev, M. Marszałek, C. Schmid, and B. Rozenfeld. Learning
currently the largest action dataset. With 51 action cat- realistic human actions from movies. CVPR, 2008. 2, 5, 6
egories and just under 7,000 video clips, the proposed [12] J. Liu, J. Luo, and M. Shah. Recognizing realistic actions from
HMDB51 is still far from capturing the richness and the full videos ”in the wild”. CVPR, 2009. 2
complexity of video clips commonly found in the movies or [13] M. Marszałek, I. Laptev, and C. Schmid. Actions in context. CVPR,
2009. 2, 7
online videos. However given the level of performance of
[14] J. Niebles, C. Chen, and L. Fei-Fei. Modeling temporal structure
representative state-of-the-art computer vision algorithms of decomposable motion segments for activity classification. ECCV,
with accuracy about 23%, this dataset is arguably a good 2010. 2
place to start (performance on the CalTech-101 database [15] A. Oliva and A. Torralba. Modeling the shape of the scene: A holis-
tic representation of the spatial envelope. Int. J. Comput. Vision,
for object recognition started around 16% [6]). Further- 42:145–175, 2001. 4
more our exhaustive evaluation of two state-of-the-art sys- [16] M. Rodriguez, J. Ahmed, and M. Shah. Action mach: A spatio-
tems suggest that performance is not significantly affected temporal maximum average correlation height filter for action recog-
over a range of factors such as camera position and motion nition. CVPR, 2008. 2
[17] B. Russell, A. Torralba, K. Murphy, and W. Freeman. Labelme: a
as well as occlusions. This suggests that current methods
database and web-based tool for image annotation. Int. J. Comput.
are fairly robust with respect to these low-level video degra- Vision, 77(1):157–173, 2008. 1
dations but remain limited in their representative power in [18] J. M. S. Maji, L. Bourdev. Action recognition from a distributed
order to capture the complexity of human actions. representation of pose and appearance. CVPR, 2011. 7
[19] K. Schindler and L. V. Gool. Action snippets: How many frames
does human action recognition require. CVPR, 2008. 7, 8
Acknowledgements [20] C. Schuldt, I. Laptev, and B. Caputo. Recognizing human actions: A
This paper describes research done in part at the Center for Bi- local SVM approach. ICPR, 2004. 1, 2
ological & Computational Learning, affiliated with MIBR, BCS, [21] T. Serre, L. Wolf, S. Bileschi, M. Riesenhuber, and T. Poggio. Robust
object recognition with cortex-like mechanisms. IEEE Trans. Pattern
CSAIL at MIT. This research was sponsored by grants from
Anal. Mach. Intell., 29(3):411–26, 2007. 5
DARPA (IPTO and DSO), NSF (NSF-0640097, NSF-0827427), [22] M. Thirkettle, C. Benton, and N. Scott-Samuel. Contributions of
AFSOR-THRL (FA8650-05- C-7262). Additional support was form, motion and task to biological motion perception. Journal of
provided by: Adobe, King Abdullah University Science and Tech- Vision, 9(3):1–11, 2009. 2
[23] A. Torralba, R. Fergus, and W. Freeman. 80 million tiny images: A
nology grant to B. DeVore, NEC, Sony and by the Eugene Mc-
large data set for nonparametric object and scene recognition. IEEE
Dermott Foundation. This work is also done and supported by Trans. Pattern Anal. Mach. Intell., 11(30):1958–1970, 2008. 1
Brown University, Center for Computation and Visualization, and [24] H. Wang, M. Ullah, A. Kläser, I. Laptev, and C. Schmid. Evalua-
the Robert J. and Nancy D. Carney Fund for Scientific Innova- tion of local spatio-temporal features for action recognition. BMVC,
2009. 2, 5, 6
tion, by DARPA (DARPA-BAA-09-31), and ONR (ONR-BAA-
[25] D. Weinland, E. Boyer, and R. Ronfard. Action recognition from
11-001). H.K. was supported by a grant from the Ministry of Sci- arbitrary views using 3D exemplars. ICCV, 2007. 1, 2
ence, Research and the Arts of Baden Württemberg, Germany. [26] D. Weinland, R. Ronfard, and E. Boyer. A survey of vision-based
methods for action representation, segmentation and recognition.
Comput. Vis. Image Und., 115(2):224–241, 2010. 1
References [27] J. Xiao, J. Hays, K. Ehinger, A. Oliva, and A. Torralba. Sun database:
Large-scale scene recognition from abbey to zoo. CVPR, 2010. 1
[1] http://serre-lab.clps.brown.edu/resources/
HMDB/. 1, 2 [28] B. Yao and L. Fei-Fei. Grouplet: A structured image representation
for recognizing human and object interactions. CVPR, 2010. 7
[2] http://server.cs.ucf.edu/˜vision/data.html. 2

2563

You might also like